27 JUL 2018 by ideonexus

 Break the Rules of a Game to Improve it

In The Well-Played Game, Bernard DeKoven advocates a fundamental adjustment in players' attitudes towards the rules of a game: You're not changing the game for the sake of changing it. You're changing it for the sake of finding a game that works. Once this freedom is established, once we have established why we want to change a game and how we go about it, a remarkable thing happens to us: We become the authorities. No matter what game we create, no matter how well we are able to play it,...
Folksonomies: gameplay
Folksonomies: gameplay
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Like adding a push-your-luck component to Candyland or how SFR took Dragon Dice and refactored the rules to make it work.

29 SEP 2017 by ideonexus

 Government Internet Shutdown Mobilized the Masses

The government could have been smarter. The best way to divert our youth from politics would have been to give them free, unlimited internet access a few days before the protests, and drop the price of beer and condoms – all the while playing “Be safe, live long” songs on the radios. The youngies would have been watching porn, WhatsApping and YouTubing, and would have been too distracted to think about politics. Shutting down the internet achieved the opposite. Far from limiting youth ...
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22 MAR 2017 by ideonexus

 Myths About Learning Quiz

True or false: When it comes to learning, metacognition (e.g., thinking about thinking) can be just as important as intelligence. RIGHT! True Research on growth mindset by Carol Dweck and others shows that people’s beliefs about the nature of intelligence affect their level of effort and in turn their performance. False What is the best way to learn from some text? Read and reread the text. RIGHT! Explain key ideas of the text to yourself while reading. Restating the text in...
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17 AUG 2016 by ideonexus

 Stanford d.school Design Thinking Process

Step 1: Empathy = Really get to know your user Use human-centered design process, which puts the user squarely at the center of the process. When designing, you start with identifying who you want to design for (your user) and really get to know them. 3 ways to get to know our user: Observation (what we observe them doing, in the environment we want to design for as well as in other similar and different environments, so we really get to know how they live and work, what they value, etc., ...
Folksonomies: education technology
Folksonomies: education technology
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17 MAR 2016 by ideonexus

 All the Ways of Intuiting 1729

Stanislas Dehaene brings up the Ramanujan-G.H.Hardy anecdote concerning the number 1729. The idea of running through the cubes of all integers from 1 to 12 in order to arrive at Ramanujan's spontaneous recognition of 1729 as the smallest positive integer that can be written in two distinct ways as the sum of two integral cubes is inappropriate and obscures the workings of the naive mathematical mind. To be sure, a computer-mind could come up with that list at a wink. But what would induce it ...
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01 MAR 2016 by ideonexus

 Internet-Literate Student Skills

An understanding of what the Internet is. "I found it on the Internet" is not an accurate statement. You found it on a computer connected to the World Wide Web. Ways to formulate queries. Typing "childhood obesity" into a search engine is not the best way to discover what health problems are associated with being overweight. Students need to know about Boolean searches, adding prefixes such as SITE and FILETYPE, and more. For example, "site:.edu childhood obesity" will yield search results fr...
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05 FEB 2016 by ideonexus

 Ways to Tackle a Problem

If a problem seems familiar, try reasoning by Analogy.  If you solved a similar one in the past, and can adapt to thedifferences, you may be able to re-use that solution.  If the problem still seems too hard, divide it into several parts.  Every difference you recognize may suggest a separate subproblem to solve. If it seems unfamiliar, change how you’re describing it. Find a different description that highlights more relevant information. If you get too many ideas, then focus on ...
Folksonomies: problem solving
Folksonomies: problem solving
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19 MAR 2015 by ideonexus

 The Chain of Human Rights to Morphological Freedom

The right to life, the right to not have other people prevent oneself from surviving, is a central right, without which all other rights have no meaning. But to realize the right to life we need other rights. Another central right for any humanistic view of human rights is the right to seek happiness. Without it human flourishing is unprotected, and there is not much point in having a freedom to live if it will not be at least a potentially happy life. In a way the right to life follows from...
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From Anders Sandberg's "Morphological Freedom – Why We Not Just Want It, but Need It"

24 JAN 2014 by ideonexus

 Scientific Instruction is a Craft

Scientific instruction is a craft. This is because skill in a science, knowledge of its diverse aspects, and mastery of it are the result of a habit.... The easiest method of acquiring the scientific habit is through acquiring the ability to express oneself clearly in discussing and disputing scientific problems. This is what clarifies their import and makes them understandable.
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...and the best way to learn a scientific discipline is to teach it.

02 OCT 2013 by ideonexus

 Our Natural Tendency is to Doubt Ourselves

am enthusiastic over humanity's extraordinary and sometimes very timely ingenuities. If you are in a shipwreck and all the boats are gone, a piano top buoyant enough to keep you afloat that comes along makes a fortuitous life preserver. But this is not to say that the best way to design a life preserver is in the form of a piano top. I think that we are clinging to a great many piano tops in accepting yesterday's fortuitous contrivings as constituting the only means for solving a given proble...
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And leave the big decisions concerning civilization to others.